// i.d(t, {
//   q9: () => r,
//   bD: () => o,
//   D_: () => a,
//   z5: () => c,
//   st: () => h,
//   Kh: () => d,
//   fi: () => u
// })

import * as THREE from "three"
import CameraData from "../data/CameraData"
import CameraPoseData from "../object/CameraPoseData"
import Vectors from "../three/Vectors"

const worldToScreenPosition = (() => {
    const e = new THREE.Matrix4()
    const t = new THREE.Matrix4()
    return (i: CameraData, s: THREE.Vector3, r?: THREE.Vector2, o?: THREE.Vector3) => {
      r = r || new THREE.Vector2()
      o = o || new THREE.Vector3()
      l(i.pose, t)
      e.copy(t)
      e.invert()
      o.set(s.x, s.y, s.z).applyMatrix4(e).applyMatrix4(i.pose.projection.asThreeMatrix4())
      u(i.width, i.height, o, r)
      return { screenPosition: r, ndcPosition: o }
    }
  })(),
  o = (() => {
    const e = new THREE.Vector3()
    const t = new THREE.Vector2()
    return (i: THREE.Vector3, n: THREE.Vector3, s: THREE.Quaternion, r: number, o: number, l: THREE.Matrix4) => (e.copy(a(i, n, s, l)), u(r, o, e, t), t)
  })(),
  a = (() => {
    const e = new THREE.Matrix4()
    const t = new THREE.Matrix4()
    const i = new THREE.Vector3()
    return (n: THREE.Vector3, r: THREE.Vector3, o: THREE.Quaternion, a: THREE.Matrix4) => (
      e.compose(r, o, Vectors.UNIT), t.copy(e), t.invert(), i.copy(n).applyMatrix4(t).applyMatrix4(a), i
    )
  })(),
  l = (e: CameraPoseData, t: THREE.Matrix4) => (t = t || new THREE.Matrix4()).compose(e.position, e.rotation, Vectors.UNIT),
  screenPositionToNDC = (e, t, i, s, r?: THREE.Vector2) => (((r = r || new THREE.Vector2()).x = (e / i) * 2 - 1), (r.y = (-t / s) * 2 + 1), r),
  ndcToWorldPosition = (e: CameraData, t, i = 0.5, s?: THREE.Vector3) => (((s = s || new THREE.Vector3()).x = t.x), (s.y = t.y), (s.z = i), d(e.pose, s)),
  d = (() => {
    const e = new THREE.Matrix4()
    const t = new THREE.Matrix4()
    return (i: CameraPoseData, s: THREE.Vector3, r?: THREE.Vector3) => (
      (r = r || new THREE.Vector3()).copy(s), t.copy(i.projection.asThreeMatrix4()), t.invert(), l(i, e), r.applyMatrix4(t).applyMatrix4(e)
    )
  })(),
  u = (e: number, t: number, i: THREE.Vector3, s = new THREE.Vector2()) => (s.set(((i.x + 1) * e) / 2, ((1 - i.y) * t) / 2), s)
export default {
  q9: worldToScreenPosition,
  bD: o,
  D_: a,
  z5: screenPositionToNDC,
  st: ndcToWorldPosition,
  Kh: d,
  fi: u
}
